True Name Haladie (Legendary)
The Illrigger Revised p. 38 (Third Party),
- Tipo
- Arma cuerpo a cuerpo
- Mágico
- Sí
- Rareza
- legendary (requires attunement by an illrigger)
- Peso
- 2
- Daño
- 2d4
- Tipo de daño
- cortante
- Propiedades
- sutileza, especial, a dos manos, cuerpo a cuerpo
Descripción
Haladie are double-bladed polearms that rely on the user's dexterity to keep them in constant motion.
This weapon is ornately decorated with elegant details in brimstone and obsidian. It smells of iron and incense. When you attune to this weapon, you must whisper your true name to it. The name sears across the weapon in Infernal runes, then fades. The typical True Name, an uncommon item, empowers an illrigger's Baleful Interdict. Whenever you roll an 18, 19, or 20 on your attack roll with this weapon and place a seal on a creature as part of the attack, you can place an additional seal on that creature. You gain a +3 bonus to attack and damage rolls made using the weapon, and the damage dealt by your seals increases by 3d6. In addition, when you reduce an enemy to 0 hit points, you can choose to regain two seals and gain temporary hit points equal to your illrigger level (no action required). Once you regain seals and gain temporary hit points in this way, you can't do so again until the following dusk.
"The weapon known as True Name is inseparable from the history of the Seven Cities. Whenever two devils entered into a deal with one another, the offeree of the contract would seal their true name into its ornamentations, then the blade would remain in the possession of the offerer. Should the offeree fail to uphold their end of the contract, the offerer would magically learn the name from the blade, thus gaining power over they who betrayed the sacred pact. Is there, thus, any blade with more potential? It is written that if an infernal soul could discover the true name of the weapon itself, they could draw from it every name sworn to it since the blade's creation. Imagine the power that individual would have over the Seven Cities. Imagine the proud devils who could do naught but fall to their knees. I have sought the blade's name for centuries. With luck, when I find it, its bearer will not know the power they wield, and it will be mine." — Infernal Chancellor Lazivos's personal writings
Special: Whirl. When you are wielding the haladie in two hands, you can use a bonus action to attempt to whirl the weapon. To whirl, make a DC 10 Dexterity check, adding your proficiency bonus if you are proficient with haladie. On a success, you gain a +1 bonus to your AC until the start of your next turn, the whirling blades acting as a barrier against attacks. On a result of 15 or higher, you gain a +2 bonus, instead. On a failure, you deal slashing damage to yourself equal to your proficiency bonus and gain no bonus to your AC from the whirl this turn.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Two-Handed: This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Proficiency: martial, haladie Source: The Illrigger Revised p. 38 (Third Party), Heliana's Guide to Monster Hunting - Part One p. 122
Modificadores
weapon attacks +3
weapon damage +3